Lifting this info to share... quite nice, and definitely handy for use, particularly in organizing guilds or trips to other continents (or even within your own continent...)
KOS by area...
SPOILER:
Major Areas:
Martok
Kills on Sight: Half Elf
Kills on Sight: Kojani Human
Kills on Sight: Raki
Kills on Sight: Wood Elf
Kills on Sight: Gnome
Kills on Sight: Mordebi Human
Kills on Sight: Qaliathari Human
Kills on Sight: Dwarf
Kills on Sight: Halfling
Kills on Sight: High Elf
Kills on Sight: Thestran Human
Tanvu
Kills on Sight: Orc
Kills on Sight: Goblin
Kills on Sight: Dark Elf
Caial Brael
Kills on Sight: Orc
Kills on Sight: Goblin
Kills on Sight: Dark Elf
Hathor Zhi
Kills on Sight: Half Elf
Kills on Sight: Kojani Human
Kills on Sight: Raki
Kills on Sight: Wood Elf
Kills on Sight: Gnome
Kills on Sight: Mordebi Human
Kills on Sight: Qaliathari
Kills on Sight: Dwarf
Kills on Sight: Halfling
Kills on Sight: High Elf
Kills on Sight: Thestran Human
Mekalia
Kills on Sight: Goblin
Kills on Sight: Orc
Kills on Sight: Dark Elf
Kills on Sight: Kurashasa
Kills on Sight: Dwarf
Kills on Sight: Lesser Giant
Qur'xa
Kills on Sight: Raki
Kills on Sight: Gnome
Kills on Sight: Mordebi Human
Kills on Sight: Qaliathari Human
Kills on Sight: Vulmane
Khal (Except for Foreign Quarter)
Kills on Sight: Goblin
Kills on Sight: Orc
Kills on Sight: Dark Elf
Kills on Sight: Kurashasa
Lomshir
Kills on Sight: Gnome
Bordinar's Cleft
Kills on Sight: Goblin
Kills on Sight: Orc
Kills on Sight: Dark Elf
Kills on Sight: Gnome
Kills on Sight: Varanthari
Kills on Sight: Lesser Giant
Kills on Sight: Varanjar
Kills on Sight: Vulmane
Rindol Field
Kills on Sight: Orc
Kills on Sight: Goblin
Kills on Sight: Dark Elf
Leth Nurae
Kills on Sight: Goblin
Kills on Sight: Orc
Kills on Sight: Dark Elf
Kills on Sight: Vulmane
Halgarad
Kills on Sight: Gnome
Kills on Sight: Dwarf
Tursh
Kills on Sight: Goblin
Kills on Sight: Orc
Kills on Sight: Dark Elf
Dahknarg
Kills on Sight: Half Elf
Kills on Sight: Wood Elf
Kills on Sight: Gnome
Kills on Sight: High Elf
Ahgram
Kills on Sight: Goblin
Kills on Sight: Orc
Kills on Sight: Dark Elf
Kills on Sight: Kurashasa
New Targonor
Tursh
Kills on Sight: Goblin
Kills on Sight: Orc
Kills on Sight: Dark Elf
KOS by Race
SPOILER:
Orc-10
Tanvu
Caial Brael
Mekalia
Khal (Except for Foreign Quarter) (Khal can be gained via killing Ksaravi, Harami Bandits, etc.)
Bordinar's Cleft
Rindol Field
Leth Nurae
Tursh
Ahgram
New Targonor
Goblin-10
Tanvu
Caial Brael
Mekalia
Khal (Except for Foreign Quarter) (Khal can be gained via killing Ksaravi, Harami Bandits, etc.)
Bordinar's Cleft
Rindol Field
Leth Nurae
Tursh
Ahgram
New Targonor
Dark Elf-10
Tanvu
Caial Brael
Mekalia
Khal (Except for Foreign Quarter) (Khal can be gained via killing Ksaravi, Harami Bandits, etc.)
Bordinar's Cleft
Rindol Field
Leth Nurae
Tursh
Ahgram
New Targonor
I had a Mordebi near Martok and a Goblin near Khal last night.
Both of course were killed instantly by roaming guards if they got too close, but I was talking with another tester who had pre-emptively factioned up +499 kills of Harami near Khal with his Goblin, in anticipation of the faction changes.
So he killed another Harami, hit +500, and the guards changed from Red to Orange. However, they still killed him.
So either it's bugged, or the value is more than 500. Honestly, given the faction ranges are apparently -8000 to +8000, I think forcing three races to grind thousands of mobs just so they can sell their corpse loot is hugely punitive.
My preference would be a sliding scale, so you'd get +10 per kill until you're non KoS, but that just means the guards won't kill you, nothing else. From that point, grind faction until the merchants will sell to you at +1, but at least cut the three KoS races some slack. Khal is the gateway to Qalia, and having to grind 500, 1000, or more kills just so you don't have to take the boat to another continent to sell your junk strikes me as a tad ludicrous.
And I'm not just talking from an RP perspective. There are no benefits that I'm aware of from choosing Goblin, Orc, or Dark Elf. It's not like they get huge massive stat bonuses, or their racial abilities are 1000 times better than everyone elses. It's true you don't have to grind faction at all if you just want to take the boat to & from Khal. The boat arrival points are not patrolled, and the dock masters are neutral faction.
Another thing we discovered was that it appears the entire chunk, and possibly all adjacent chunks to Khal was also on this faction. That means you'd have to be around level 20 to finally get out far enough into the surrounding regions to possibly maybe find NPC's not on Khal faction. I didn't have time to check the Gnome enclaves along the river, but I suspect they are similar, which removes many quests from the journal.
Given you can't progress past 20 on Martok, maybe the presumption is you MUST level to 20 before you leave that island, to make your character self sufficient. I dunno. I think there is going to be some tuning done, myself, cause I can't see several hundred players killing several thousand Harami's each without causing severe problems.
I'll be playing a goblin and still plan on relocating to Thestra to join up with guildies as early as possible. I'll base myself around the Halgarad/Dahknarg area on Thestra, as the evil races seem to be accepted in this area. From there will probably work up faction as I can.
So yeah, some people just like being hated.
The original post about these KoS factions also stated that most Outposts will not be on the main city factions, implying that KoS races would still be able to go to outposts and get quests etc.
Didn't have a chance to test this at all, as I wasnt able to get in game after they turned the factions on, but if evil races ARE still KoS in Outposts this could be a problem as pretty much all the premier mid to high level dungeons seem to be on Thestra or Qalia and have quests associated with them given out by NPCs at the various nearby outposts.
It's funny how things changed between beta and today.
We got our non-KOS status as Goblins in Khal in a few hours during the past week or so, no big deal. Took less time than I anticipated.
And now, apparently, after last night's patch, it's going to be even less.
Guess it doesn't matter all THAT much, but it didn't seem to me, after seeing it in production, that 400-500 kills really was that big of a deal.
It's really not. As a DE, I'm welcome now in Khal, Tursh, and Bordinar's. Khal was the easiest, because faction grouping was possible then... but 400 kills for the others really didn't seem that hard. More of a speed-bump than a major game dynamic...especially since many of the mobs you have to kill for quests at the Three Rivers and Renton Keep outposts (non-KOS there) give lots of Tursh/Bord rep.
Erzsebet Pajo
<Fall of a Dynasty>
Woefeather server
I don't mind having to faction, but I would like to see the faction in the consider message, so I know if a guard, whose name is yellow will turn red and murder me when I get close. It would also be nice to have him mention why his is killing me, so I get an idea of what faction he is on. As in,
"For the City of Khal, your kind is not welcome here!"
Tox is hit for 10,000
..."For the City of Khal, your kind is not welcome here!"
Tox is hit for 10,000
Then at least I know what faction to work on.
100% agree. When my dark elf was factioning for Tursh/Rindol Field, I assumed the 300 number being tossed around the forums was accurate... because the citizens put up with me. I could shop, talk to vendors.... then I got jumped deep inside Tursh with nowhere to run. :p Turns out 350 is the better bet.
Oddly enough I've heard some evils are KOS in 3 Rivers? Dark Elves are not. I had run of the place right off of the New Targ boat.
I've actually heard two things..
One was getting OVERALL faction to -7999 (The number you normally see is the DYNAMIC faction)
The other was to get your DYNAMIC faction to 501
When I went to farm faction for Hathor Zhi and Martok I went ahead and went with the 501. In Hathor Zhi because it was going up like crazy. In Martok because I would have to run quite a distance to test it.
The reason I had to get friendly is because of crafting... They had commented you did have to adventure to be a crafter. Ya right...
To learn amateur leatherworking I had to go across an island filled with KOS guards and into a town to talk to a guy. Who thought that one out? :/
The Hathor Zhi one was because I wanted to learn Qallan Patterns. (I'm a wood elf) I'll admit you could easily skip that one but I wanted to get them so I did it.
Oddly enough I've heard some evils are KOS in 3 Rivers? Dark Elves are not. I had run of the place right off of the New Targ boat.
Three Rivers, being an outpost, should have no evils be KOS. I have seen most every race there.
There may be some confusion, though, because there are 3 NPCs around the 3R area that are on different factions. There is a wizard on Tursh faction, and two dwarves that are on either Tursh or Bordinar's faction.
So you can be non-KOS to 3R, but still get slapped around by one of those three NPCs. Thankfully, they're pretty easy to avoid.
It would also be nice to have him mention why his is killing me, so I get an idea of what faction he is on. As in,
"For the City of Khal, your kind is not welcome here!"
The first thing I did when I got my Tursh rep up and entered the city was to announce, "Dark Elves like me have ruined our own lands! Now I have come to ruin yours!"